Qualified Video Delivery Methods

ABSTRACT

A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU. The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream.

CLAIM OF PRIORITY

This application is a continuation application under 35 U.S.C. 120 ofprior U.S. patent application Ser. No. 13/109,932, filed May 17, 2011,which claims priority under 35 U.S.C. 119 to U.S. Provisional PatentApplication No. 61/487,126, filed on May 17, 2011, and is acontinuation-in-part application of prior U.S. patent application Ser.No. 12/791,819, filed Jun. 1, 2010, which claims priority under 35U.S.C. 119 to each of the following: 1) U.S. Provisional PatentApplication No. 61/183,035, filed Jun. 1, 2009, 2) U.S. ProvisionalPatent Application No. 61/183,037, filed Jun. 1, 2009, 3) U.S.Provisional Patent Application No. 61/183,088, filed Jun. 2, 2009, 4)U.S. Provisional Patent Application No. 61/183,546, filed Jun. 2, 2009,5) U.S. Provisional Patent Application No. 61/323,354, filed Apr. 12,2010, and 6) U.S. Provisional Patent Application No. 61/345,534, filedMay 17, 2010. The disclosure of each above-identified patent applicationis incorporated herein by reference.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is related to U.S. patent application Ser. No.12/790,948, filed May 31, 2010, and to U.S. patent application Ser. No.12/790,995, filed May 31, 2010. The disclosure of each above-identifiedpatent application is incorporated herein by reference.

BACKGROUND

1. Field of the Invention

The invention is in the field of video and more specifically in thefield of server-side rendering of game video.

2. Related Art

There are several models for the execution and rendering of video games.In the most simple model a game is executed and rendered on a computingdevice local to a player of the game. In another model a game state ismaintained at a central server and communicated over a computing networkto a client where rendering of video takes place. This model is commonlyused by multi-player games in which the game state is dependent oninputs received over the computing network from multiple players of thegame. In a third model a game state is maintained at a central serverthat also renders video for delivery to clients over a computing networkas a video stream.

SUMMARY

The invention includes a video server system configured to render andprovide game video to one or more clients over a computing network, suchas the internet. This server is optionally configured to serve multiplevideo games to multiple clients. The rendered video is based on thestate of one or more games that can be maintained at the video gameserver system and/or received from a separate game server.

In some of the embodiments, a single graphics processing unit (GPU) isused to render multiple video streams representative of different videogames, and or different viewpoints within a game. For example a singleGPU may be used to render video streams for two different game playersin parallel. Each of these video streams are based on different(independent) viewpoints of the game players and are typically providedto different clients used by each of the game players.

In some embodiments, a shared memory is used by a 3D video driver tostore output of the GPU. This shared memory is accessed by one or moredynamic encoding pipeline. Transfer of video data to and/or from thisshared memory is controlled by virtual 3D video drivers. This controlallows delivery of the output of a shared GPU to a plurality of sharedencoding pipelines in a coordinated manner.

Some embodiments include one or more encoding pipelines configured to bedynamically configured to produce various types of video streams. Thesepipelines are provisioned to meet specific needs of a client. They areoptionally configured to provide more than one type of encoding and tochange the encoding applied to a video stream automatically in responseto a change in the needs of the client.

Various embodiments of the invention include a video server systemcomprising a client qualifier configured to remotely determine if aclient is qualified to receive a video stream configured for display onthe client, the qualification being based on abilities of the client toreceive and display the video stream at least a minimum level ofquality; a video source configured to provide the video stream, and toprovide the video stream only if the client is qualified to receive thevideo stream as determined by the client qualifier; an I/O deviceconfigured for communicating with the client via a communicationnetwork; a storage configured to store video data for use by the videosource or the client qualifier; and an electronic processor configuredto execute software components of the video source or the clientqualifier.

Various embodiments of the invention include a game serving systemcomprising a first game application stored on a computer readable mediumand configured to execute a first video game responsive to game commandsreceived from a first client; a second game application stored on acomputer readable medium and configured to execute a second gameinstance responsive to game commands received from a second client;logic configured to execute the first game instance and the second gameinstance in parallel; a first virtual 3D video driver configured toreceived a first game environment from the first game application; asecond virtual 3D video driver configured to receive second gameenvironment from the second game application; a 3D video driverconfigured to receive an output of the first and second virtual 3D videodrivers; a graphics processing unit configured to generate a first videostream by rendering the first game environment, and to generate a secondvideo stream by rendering the second game environment, in parallel; afirst encoding pipeline configured to encode the first video stream in afirst codec; a second encoding pipeline configured to encode the secondvideo stream in a second codec; and an output configured to provide thefirst video stream to the first client and the second video stream tothe second client.

Various embodiments of the invention include a game serving systemcomprising a first game application stored on a computer readable mediumand configured to execute a first game instance responsive to gamecommands received from a first client; a second game application storedon a computer readable medium and configured to execute a second gameinstance responsive to game commands received from a second client;logic configured to execute the first game instance and the second gameinstance in parallel; a 3D video driver configured to received differentgame environments from the first game application and from the secondgame application; a graphics processing unit configured to generate afirst video frame by rendering the game environment from the first gameapplication, and to generate a second video frame by rendering the gameenvironment from the second game application; a first encoding pipelineconfigured to encode the first video frame in a first video format; asecond encoding pipeline configured to encode the second video frame ina second video format; a memory shared by at least the 3D video driverand at least the first encoding pipeline; logic configured to transferthe first video frame from the 3D video driver to the shared memory insync with the production of the second video frame; and an outputconfigured to provide the first video stream to the first client and thesecond video stream to the second client.

Various embodiments of the invention include a game serving systemcomprising a first game application stored on a computer readable mediumand configured to execute a first game instance responsive to gamecommands received from a first client; a second game application storedon a computer readable medium and configured to execute a second gameinstance responsive to game commands received from a second client;logic configured to execute the first game instance and the second gameinstance in parallel; logic configured to provision a first encoderpipeline and a second encoder pipeline, the first encoder pipelineincluding a dynamically allocated encoder selected based on needs of thefirst client, the second encoder pipeline including a dynamicallyallocated encoder selected based on needs of the second client; one ormore processor configured to execute the logic configured to spawn afirst encoder pipeline and a second encoder pipeline, the first gameapplication, the second game application; and an output configured toprovide a first video stream generated by the first encoder pipeline tothe first client, and a second video stream generated by the secondencoder pipeline to the second client.

Various embodiments of the invention include a game delivery systemcomprising a plurality of video server systems each configured toprovide streaming video to a plurality of clients over a communicationnetwork, the video server systems being geographically distributed,contents of the streaming video being dependent on game commandsreceived from one or more of the clients and game logic included withineach of the video server system; and a client qualifier configured todetermine if a first of the plurality of clients is qualified to receivethe streaming game video and to determine which of the video serversystem is best qualified to provide the streaming game video to thefirst of the plurality of clients. Optionally, each of the video serversystems is configured to provision a dynamically encoded encodingpipeline responsive to needs of the first of the plurality of clients,and optionally the streaming video is configured to be displayed withina browser. In some embodiments, the determination of which of the videoserver systems is best qualified is dependent on characteristics of acommunication channel between the determined video server system and thefirst of the plurality of clients.

Various embodiments of the invention include a method comprisingreceiving a request from a client to display an object, the object beingconfigured to allow a user of the client to playa video game; testingthe client to determine if the client is qualified to receive astreaming video of the game; qualifying the client based on the testing;selecting a video server system from among a plurality of geographicallydistributed video server systems to provide streaming video to theclient, contents of the streaming video being dependent on game commandsreceived from the client and game logic of the video game included theselected video server system, the selection being based on which of theplurality of video server systems is best qualified to provide thestreaming video to the client. Optionally, the plurality ofgeographically distributed video systems includes video server systemsdisposed in different cities. In some embodiments the method furthercomprises adding a game player to the game and repeating the selectingthe video server system, the selection being further based on which ofthe plurality of video server systems is best qualified to providestreaming video to a client of the added game player, and optionallychanging which of the video server systems provides streaming video tothe client based on the repeated selection.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a game system, according to variousembodiments of the invention.

FIG. 2 is a block diagram of a video source configured to serve multiplevideo games, according to various embodiments of the invention.

FIG. 3 illustrates methods of receiving a qualified request for a videostream from a client, according to various embodiments of the invention.

FIG. 4 illustrates methods of allocating resources within a videosource, according to various embodiments of the invention.

FIG. 5 illustrates methods of serving multiple video games, according tovarious embodiments of the invention.

FIG. 6 illustrates a game system including more than one video serversystem, according to various embodiments of the invention.

FIG. 7 illustrates methods of providing a video stream to a qualifiedclient, according to various embodiments of the invention.

DETAILED DESCRIPTION

FIG. 1 is a block diagram of a Game System 100, according to variousembodiments of the invention. Game System 100 is configured to provide avideo stream to one or more Clients 110 via a Network 115. Game System100 typically includes a Video Server System 120 and an optional gameserver 125. Video Server System 120 is configured to provide the videostream to the one or more Clients 110 with a minimal quality of service.For example, Video Server System 120 may receive a game command thatchanges the state of or a point of view within a video game, and provideClients 110 with an updated video stream reflecting this change in statewith minimal display latency time. As used herein the term “displaylatency” is meant to refer to the total time between sending a gamecommand from a client and displaying resulting video on the client.Display latency can include network latency, which is dependent on thereliability and bandwidth of communication channels. Display latency canalso include the time required to process the game command on the videosource, time required to generate the resulting video, time required toreceive and display the resulting video at the client, and/or the like.

The Video Server System 120 may be configured to provide the videostream in a wide variety of alternative video formats, including formatsyet to be defined. Further, the video stream may include video framesconfigured for presentation to a user at a wide variety of frame rates.Typical frame rates are 30 frames per second, 60 frames per second, and120 frames per second. Although higher or lower frame rates are includedin alternative embodiments of the invention.

Clients 110, referred to herein individually as 110A., 110B., etc., mayinclude terminals, personal computers, game consoles, tablet computers,telephones, set top boxes, kiosks, wireless devices, digital pads,stand-alone devices, handheld game playing devices, and/or the like.Typically, Clients 110 are configured to receive encoded video streams,decode the video streams, and present the resulting video to a user,e.g., a player of a game. The processes of receiving encoded videostreams and/or decoding the video streams typically includes storingindividual video frames in a receive buffer of the client. The videostreams may be presented to the user on a display integral to Client 110or on a separate device such as a monitor or television. Clients 110 areoptionally configured to support more than one game player. For example,a game console may be configured to support two, three, four or moresimultaneous players. Each of these players may receive a separate videostream, or a single video stream may include regions of a framegenerated specifically for each player, e.g., generated based on eachplayer's point of view. Clients 110 are optionally geographicallydispersed. The number of clients included in Game System 100 may varywidely from one or two to thousands, tens of thousands, or more. As usedherein, the term “game player” is used to refer to a person that plays agame and the term “game playing device” is used to refer to a deviceused to playa game.

Clients 110 are configured to receive video streams via Network 115.Network 115 may be any type of communication network including, atelephone network, the Internet, wireless networks, powerline networks,local area networks, wide area networks, private networks, and/or thelike. In typical embodiments, the video streams are communicated viastandard protocols, such as TCP/IP or UDP/IP. Alternatively, the videostreams are communicated via proprietary standards.

A typical example of Clients 110 is a personal computer comprising aprocessor, non-volatile memory, a display, decoding logic, networkcommunication capabilities, and input devices. The decoding logic mayinclude hardware, firmware, and/or software stored on a computerreadable medium. Systems for decoding (and encoding) video streams arewell known in the art and vary depending on the particular encodingscheme used.

Clients 110 may, but are not required to, further include systemsconfigured for modifying received video. For example, a client may beconfigured to perform further rendering, to overlay one video image onanother video image, to crop a video image, and/or the like. Forexample, Clients 110 may be configured to receive various types of videoframes, such as I-frames, P-frames and B-frames, and to process theseframes into images for display to a user. In some embodiments, a memberof Clients 110 is configured to perform further rendering, shading,conversion to 3-D, or like operations on the video stream. A member ofClients 110 is optionally configured to receive more than one audio orvideo stream. Input devices of Clients 110 may include, for example, akeyboard, a joystick, a pointing device, a force feedback device, amotion and/or location sensing device, a mouse, a touch screen, a neuralinterface, a camera, input devices yet to be developed, and/or the like.

The video stream (and optionally audio stream) received by Clients 110is generated and provided by Video Server System 120. As is describedfurther elsewhere herein, this video stream includes video frames (andthe audio stream includes audio frames). The video frames are configured(e.g., they include pixel information in an appropriate data structure)to contribute meaningfully to the images displayed to the user. As usedherein, the term “video frames” is used to refer to frames includingpredominantly information that is configured to contribute to, e.g., toeffect, the images shown to the user. Most of the teachings herein withregard to “video frames” can also be applied to “audio frames.”

Clients 110 are typically configured to receive inputs from a user.These inputs may include game commands configured to change the state ofthe video game or otherwise affect game play. The game commands can bereceived using input devices and/or may be automatically generated bycomputing instructions executing on Clients 110. The received gamecommands are communicated from Clients 110 via Network 115 to VideoServer System 120 and/or Game Server 125. For example, in someembodiments, the game commands are communicated to Game Server 125 viaVideo Server System 120. In some embodiments, separate copies of thegame commands are communicated from Clients 110 to Game Server 125 andVideo Server System 120. The communication of game commands isoptionally dependent on the identity of the command. Game commands areoptionally communicated from Client 110A through a different route orcommunication channel that that used to provide audio or video streamsto Client 110A.

Game Server 125 is optionally operated by a different entity than VideoServer System 120. For example, Game Server 125 may be operated by thepublisher of a multiplayer game. In this example, Video Server System120 is optionally viewed as a client by Game Server 125 and optionallyconfigured to appear from the point of view of Game Server 125 to be aprior art client executing a prior art game engine. Communicationbetween Video Server System 120 and Game Server 125 optionally occursvia Network 115. As such, Game Server 125 can be a prior art multiplayergame server that sends game state information to multiple clients, oneof which is game server system 120. Video Server System 120 may beconfigured to communicate with multiple instances of Game Server 125 atthe same time. For example, Video Server System 120 can be configured toprovide a plurality of different video games to different users. Each ofthese different video games may be supported by a different Game Server125 and/or published by different entities. In some embodiments, severalgeographically distributed instances of Video Server System 120 areconfigured to provide game video to a plurality of different users. Eachof these instances of Video Server System 120 may be in communicationwith the same instance of Game Server 125. Communication between VideoServer System 120 and one or more Game Server 125 optionally occurs viaa dedicated communication channel. For example, Video Server System 120may be connected to Game Server 125 via a high bandwidth channel that isdedicated to communication between these two systems.

Video Server System 120 comprises at least a Video Source 130, an I/ODevice 145, a Processor 150, and non-transitory Storage 155. VideoServer System 120 may include one computing device or be distributedamong a plurality of computing devices. These computing devices areoptionally connected via a communications system such as a local areanetwork.

Video Source 130 is configured to provide a video stream, e.g.,streaming video or a series of video frames that form a moving picture.In some embodiments, Video Source 130 includes a video game engine andrendering logic. The video game engine is configured to receive gamecommands from a player and to maintain a copy of the state of the videogame based on the received commands. This game state includes theposition of objects in a game environment, as well as typically a pointof view. The game state may also include properties, images, colorsand/or textures of objects. The game state is typically maintained basedon game rules, as well as game commands such as move, turn, attack, setfocus to, interact, use, and/or the like. Part of the game engine isoptionally disposed within Game Server 125. Game Server 125 may maintaina copy of the state of the game based on game commands received frommultiple players using geographically disperse clients. In these cases,the game state is provided by Game Server 125 to Video Source 130,wherein a copy of the game state is stored and rendering is performed.Game Server 125 may receive game commands directly from Clients 110 viaNetwork 115, and/or may receive game commands via Video Server System120.

Video Source 130 typically includes rendering logic, e.g., hardware,firmware, and/or software stored on a computer readable medium such asStorage 155. This rendering logic is configured to create video frames,to be included in the video stream, based on the game state. All or partof the rendering logic is optionally disposed within a graphicsprocessing unit (GPU). Rendering logic typically includes processingstages configured for determining the three-dimensional spatialrelationships between objects and/or for applying appropriate textures,etc., based on the game state and viewpoint. The rendering logicproduces raw video that is then usually encoded prior to communicationto Clients 110. For example, the raw video may be encoded according toan Adobe Hash® standard, .wav, H.264, H.263, On2, VP6, VC-1, WMA,Huffyuv, Lagarith, MPG-x. Xvid. FFmpeg, x264, VP6-8, realvideo, mp3, orthe like. The encoding process produces a video stream that isoptionally packaged for delivery to a decoder on a remote device. Thevideo stream is characterized by a frame size and a frame rate. Typicalframe sizes include 800×600, 1280×720 (e.g., 720p), 1024×768, althoughany other frame sizes may be used. The frame rate is the number of videoframes per second. A video stream may include different types of videoframes. For example, the H.264 standard includes a “P” frame and a “I”frame. I-frames include information to refresh all macro blocks/pixelson a display device, while P-frames include information to refresh asubset thereof. P-frames are typically smaller in data size than areI-frames. As used herein the term “frame size” is meant to refer to anumber of pixels within a frame. The term “frame data size” is used torefer to a number of bytes required to store the frame.

In alternative embodiments Video Source 130 includes a video recordingdevice such as a camera. This camera may be used to generate delayed orlive video that can be included in the video stream of a computer game.The resulting video stream, optionally includes both rendered images andimages recorded using a still or video camera. Video Source 130 may alsoinclude storage devices configured to store previously recorded video tobe included in a video stream. Video Source 130 may also include motionor positioning sensing devices configured to detect motion or positionof an object, e.g., person, and logic configured to determine a gamestate or produce video-based on the detected motion and/or position.

Video Source 130 is optionally configured to provide overlays configuredto be placed on other video. For example, these overlays may include acommand interface, log in instructions, messages to a game player,images of other game players, video feeds of other game players (e.g.,webcam video). In embodiments of Client 110A including a touch screeninterface, the overlay may include a virtual keyboard, joystick, touchpad, and/or the like. In one example of an overlay a player's voice isoverlaid on an audio stream. Video Source 130 optionally furtherincludes one or more audio sources.

In embodiments wherein Video Server System 120 is configured to maintainthe game state based on input from more than one player, each player mayhave a different point of view comprising a position and direction ofview. Video Source 130 is optionally configured to provide a separatevideo stream for each player based on their point of view. Further,Video Source 130 may be configured to provide a different frame size,frame data size, and/or encoding to each of Client 110. Video Source 130is optionally configured to provide 3-D video.

I/O Device 145 is configured for Video Server System 120 to send and/orreceive information such as video, commands, requests for information, agame state, client identities, player identities, game commands,security information, audio, and/or the like. I/O Device 145 typicallyincludes communication hardware such as a network card or modem. I/ODevice 145 is configured to communicate with Game Server 125, Network115, and/or Clients 110.

Processor 150 is configured to execute logic, e.g., software, includedwithin the various components of Video Server System 120 discussedherein. For example, Processor 150 may be programmed with softwareinstructions in order to perform the functions of Video Source 130, GameServer 125, and/or a Client Qualifier 160. Video Server System 120optionally includes more than one instance of Processor 150. Processor150 may also be programmed with software instructions in order toexecute commands received by Video Server System 120, or to coordinatethe operation of the various elements of Game System 100 discussedherein. Processor 150 may include one or more hardware device. Processor150 is an electronic processor.

Storage 155 includes non-transitory analog and/or digital storagedevices. For example, Storage 155 may include an analog storage deviceconfigured to store video frames. Storage 155 may include a computerreadable digital storage, e.g., a hard drive, an optical drive, or solidstate storage. Storage 155 is configured (e.g., by way of an appropriatedata structure or file system) to store video frames, artificial frames,a video stream including both video frames and artificial frames, audioframe, an audio stream, and/or the like. Storage 155 is optionallydistributed among a plurality of devices. In some embodiments, Storage155 is configured to store the software components of Video Source 130discussed elsewhere herein. These components may be stored in a formatready to be provisioned when needed.

Video Server System 120 optionally further comprises Client Qualifier160. Client Qualifier 160 is configured for remotely determining thecapabilities of a client, such as Clients 110A or 110B. Thesecapabilities can include both the capabilities of Client 110A itself aswell as the capabilities of one or more communication channels betweenClient 110A and Video Server System 120. For example, Client Qualifier160 may be configured to test a communication channel through Network115.

Client Qualifier 160 can determine (e.g., discover) the capabilities ofClient 110A manually or automatically. Manual determination includescommunicating with a user of Client 110A and asking the user to providecapabilities. For example, in some embodiments, Client Qualifier 160 isconfigured to display images, text, and/or the like within a browser ofClient 110A. The displayed objects request that the user enterinformation such as operating system, processor, video decoder type,type of network connection, display resolution, etc. of Client 110A. Theinformation entered by the user is communicated back to Client Qualifier160.

Automatic determination may occur, for example, by execution of an agenton Client 110A and/or by sending test video to Client 110A. The agentmay comprise computing instructions, such as java script, embedded in aweb page or installed as an add-on. The agent is optionally provided byClient Qualifier 160. In various embodiments, the agent can find outprocessing power of Client 110A, decoding and display capabilities ofClient 110A, network latency, reliability and bandwidth of communicationchannels between Client 110A and Video Server System 120, a display typeof Client 110A, firewalls present on Client 110A, hardware of Client110A, software executing on Client 110A, registry entries within Client110A, and/or the like.

Client Qualifier 160 includes hardware, firmware, and/or software storedon a computer readable medium. Client Qualifier 160 is optionallydisposed on a computing device separate from one or more other elementsof Video Server System 120. For example, in some embodiments, ClientQualifier 160 is configured to determine the characteristics ofcommunication channels between Clients 110 and more than one instance ofVideo Server System 120. In these embodiments the information discoveredby Client Qualifier can be used to determine which instance of VideoServer System 120 is best suited for delivery of streaming video to oneof Clients 110.

FIG. 2 is a block diagram of embodiments of Video Source 130 configuredto serve multiple video games. The multiple video games can includemultiple instances of the same video game and/or instances of differentvideo games. The video games are optionally multiplayer games. Forexample, a game state of one or more of the video games may bemaintained by one or more instances of Game Server 125 each based oninputs received from multiple clients.

The video games are executed using different instances of Game Logic210, individually labeled 210A, 210B, 210C, etc. Game Logic 210 isconfigured to use a game state to determine a game environment that canbe rendered to a video stream configured to be presented to a gameplayer. The game environment is a three dimensional virtual environmentincluding in game objects, avatars, location of objects, their shapes,textures, and spatial relationships there between, and the like. A gameenvironment can include vertex data, transformation data and texturedata, and/or the like.

The rendering is typically based on one or more point of view associatedwith a specific game player. Video Source 130 may include more than 1,2, 3, 5, 7, 15, or 31 instances of Game Logic 210. Game Logic 210 isoptionally a client of Game Server 125 and may be configured tocommunicate with Game Server 125 via Network 115.

Game Logic 210 is configured to receive game commands from one or moreof Clients 110 and to process the received commands according to a setof game rules. These rules cover, for example, how avatars interact withother avatars or in game objects, avatar movement, game instancemanagement, and/or the like. Game Logic 210 includes hardware, firmware,and/or software stored on a computer readable medium.

Each instance of Game Logic 210 can be disposed on a separate computingdevice or several instances of Game Logic 210 could be disposed on thesame computing device or a single instance of Game Logic 210 could bedisposed across multiple computing devices. Game instances candynamically change the number and/or identify of computing devices useddepending on the requirements of the game environment the user iscurrently experiencing. Instances of Game Logic 210 disposed on the samecomputing device are optionally executed within separate virtualmachines or virtual I/O shells. In some embodiments, different instancesof Game Logic 210 are configured to communicate game commands and/orgame state information directly to each other, e.g., without necessarilycommunicating through Game Server 125.

Game Logic 210 typically executes on top of an Operating System (OS)215. Operating System 215 may include Windows™, Linux, Unix, Mac OS™,Solaris™, and/or the like may operate between Operating System 215 andGame Logics 210. Virtual machine platforms such as ESX, Hyper-V, and/orthe like. In these embodiments, one or more of Game Logic 210 can beexecuted within a virtual machine. Multiple instances of Game Logic 210may execute on the same instance of Operating System 215. For example,FIG. 2 illustrates Game Logic 210A and Game Logic 210B both executing onthe same Operating System 215. Instances of Game Logic 210 executing onthe same Operation System 215 may, or may not, be configured for playingthe same video game. For example, Game Logic 210A, 210B and 210C may allbe World of Warcraft® clients, or may be clients of World of Warcraft”,Eve® and Call to Arms® respectively.

In some embodiments, the game environments determined by Game Logic 210are passed to an optional Virtual 3D Video Driver 220. Virtual 3D VideoDriver 220 is configured to appear, from the point of view of Game Logic210, as a non-virtual 3D video driver controlling a graphics processingunit. Each instance of Game Logic 210 may be associated with its owninstance of Virtual 3D Video Driver 220, or Virtual 3D Video Driver 220may be shared by two or more instances of Game Logic 210.

In alternative embodiments, Game Logic 210 is configured to include thefunctionality, as discussed herein, of Virtual 3D Video Driver 220. Inthese embodiments, Virtual 3D Video Driver 220 is not required. Whilenot shown in FIG. 2 audio data determined by each Game Logic 210 mayalso be passed to a separate virtual audio driver.

Virtual 3D Video Driver 220 is further configured to pass the receivedgame environments to a (non-virtual) 3D Driver 230. Optionally thedelivery of game environments to 3D Driver 230 is coordinated by thevarious instances of Virtual 3D Video Driver 220. For example, deliverycan be coordinated such that 3D Driver 230 receives game environmentsfrom only one or a minimum number of Virtual 3D Video Driver 220 at atime. In typical embodiments, each of Virtual 3D Video Driver 220 isconfigured such that they appear to be a separate process and a separatesource of video data to 3D Driver 230. As such, 3D Driver 230 isconfigured to keep track of which video data results in which videoframes after rendering.

The video data received by 3D Driver 230 are passed to GraphicsProcessing Unit (GPU) 235 for rendering into raw video frames. GraphicsProcessing Unit 235 is optionally used to render more than one videostream in parallel. For example, Graphics Processing Unit 235 maygenerate a first video stream based on video data received from GameLogic 210A, generate a second video stream based on video data receivedfrom Game Logic 210B, generate a third video stream based on video datareceived from Game Logic 210C, etc. in parallel. The parallel productionof video streams includes the generation of these streams at the sametime. However, parallel production of video streams may, but does notnecessarily, include the processing of individual frames at the sametime within Graphics Processing Unit 235. For example, in someembodiments 3D Driver 230 alternatively passes the video data generatedby the various members Game Logic 210 to Graphics Processing Unit 235.Data generated by Game Logic 210A is used to make a video frame, andsubsequently data generated by Game Logic 210B is used to make a videoframe, etc. In this case, the video streams are produced in parallelwhile individual frames are produced in series. Alternatively, more thanone video frame may be generated within Graphics Processing Unit 235 atthe same time. In this case a first part of Graphics Processing Unit 235is used to generate one frame while a second part of Graphics ProcessingUnit 235 is used to generate a second frame, the first and second framesarising from video data produced by different Game Logic 210. In someembodiments, one set of graphical computation cores is used to generatethe first frame while a second set of graphical computation cores isused to generate the second frame, at the same time. The resulting videoframes are passed back to the control of 3D Driver 230. A core is acomputation element of an electrical processor capable of performingspecific simple tasks. A GPUs includes a large number of coresspecifically configured to perform graphics operations in parallel.

Virtual 3D Video Drivers 220 are typically configured manage thetransfer of raw rendered video frames from 3D Driver 230. For example,Virtual 3D Drivers 220 may be used to coordinate the transfer of videoframes from the control of 3D Driver 230 to a Shared Memory 240.(Following rendering, the video frames are in a memory of GraphicsProcessing Unit 235 or a memory managed by 3D Driver 230. In either casethey are under the control of 3D Driver 230.) As Virtual 3D VideoDrivers 220 manages the communication of video data and frames to andfrom 3D Driver 230, in some embodiments, they are capable of placing thevideo frames within parts of Shared Memory 240 associated with specificDynamic Encoding Pipelines (DEPs) 245. The DEPs 245 are individuallyidentified as DEP 245A, DEP 245B, DEP 245C, etc. In these embodiments,each DEP 245 is assigned specific memory locations within Shared Memory240, and is configured to retrieve video data from those locations.

In other embodiments, Virtual 3D Drivers 220 are configured to managethe transfer of video data to Shared Memory 240 based on timing. Inthese embodiments, the transfers managed by each of Virtual 3D Drivers220 are synchronized and the Virtual 3D Drivers 220 notify each DEP 245when data for them is in Shared Memory 240. Once this data is retrievedby the notified member of DEPs 245, data for another member of DEPs istransferred from 3D Driver 230 to Shared Memory 240 under the control ofVirtual 3D Video Drivers 220. In these cases pixel read back from thelocal GPU memory to Shared Memory 240 can be based on a schedule. Asused herein the terms “in sync” and “synchronized” are meant to meanthat the two events are related in time by a schedule, by a timingsignal, by a time delay, or that one event does not start until theother event has satisfied a condition, e.g., has completed. For example,Virtual 3D Drivers 220 may operate in sync such that a game environmentis provided to 3D Driver 230 from a first of Virtual 3D Drivers 220 onceGraphics Processing Unit 235 has completed rendering of a gameenvironment from a second of Virtual 3D Drivers 220. The timing of thissynchronization is optionally selected to make optimum use of GraphicsProcessing Unit 235.

As a result of the management by Virtual 3D Video Drivers 220, themultiple video streams can be stored in Shared Memory 240 withoutconfusing which frames belong to which video stream.

Shared Memory 240 includes random access memory (RAM) or a similarmemory configured for efficient reading and writing of video data.Shared Memory 240 is configured to store video data for a plurality ofdifferent DEP 245. Video data for different DEPs 245 is optionallystored at the same time in Shared Memory 240. Shared Memory 240 mayconsist of a single hardware device or may include multiple devices.

DEPs 245 are dynamically allocated encoding pipelines that are eachconfigured to encode video data rendered using Graphics Processing Unit235. Each member of DEPs 245 is configured to encode to video formatsspecified at the time the DEP 245 is provisioned. This formatspecification is typically based on the needs of one of Clients 110and/or the capabilities of the communication path between Video ServerSystem 120 and the Client 110. DEPs 245 are optionally provisioneddynamically in response from a request from one of Clients 110. Forexample, when Client 110A connects to Video Server System 120 and sendsa request for a video stream, DEP 245 can be provisioned to includeelements, such as an encoder, selected specifically to meet needs ofClient 110A. As is discussed elsewhere herein, a member of DEPs 245 isoptionally configured to use more than one encoding scheme.

DEPs 245 each include a Grabber 247 configured to grab video data fromShared Memory 240 and transfer this video data to a memory of the DEP245. The Grabber 247 is optionally under the control of a member ofVirtual 3D Video Drivers 220. For example, in various embodiments,Grabber 247 is controlled by a member of Virtual 3D Drivers 220 to grabthe video data from a specific location within Shared Memory 240 and/orat a specific time in synchronization with the transfer of video data toother members of DEPs 245. In some embodiments, Grabber 247 is alsoconfigured to grab 2D video data directly from Memory XII 225.

DEPs 245 each optionally also include a Preprocessor (PRE) 250.Preprocessor 250 is configured to perform a color space conversion suchas RGB to YUV and/or a scaling operation to increase or decrease theresolution of the video frame. Preprocessor 250 is optional inembodiments wherein the output of Graphics Processing Unit 235 is in theYUV color space or some other desired color space. Multiple Preprocessor250 may be included in a DEP 245 configured to produce multiple videostreams having video frames of different sizes.

DEPs 245 each include at least one Encoder (ENG) 255. Encoders 255 areindividually identified as Encoder 255A, Encoder 255B, etc. Each ofEncoders 225 is configured to encode the video data according to aspecific codec, and optionally a specific color depth and/or frame size.For example, Encoders 225 may be configured to encode video data toAdobe Flash® standard, .flv, .wav, .avi, .mpg, H.264, H.263, On2, VP6,VG-1, WMA, and/or other codecs discussed herein.

A member of DEPs 245 may include one, two or more Encoders 255. Theseencoders may be configured to encode to different codecs and/or thedifferent formats of the same codec. For example. Encoder 255A may beconfigured to encode according to a Flash standard at a first frame sizeand color depth while Encoder 255 is configured to encode to the sameFlash standard at a second frame size and color depth. The identity ofEncoders 255 within each member of DEPs 245 is typically determined atthe time the DEP 245 is provisioned. For example, a single command orcommand set may be used to create (provision) DEP 245A and specify whichcomponents the created DEP 245A should include. The creation of DEP 245Ais discussed further elsewhere herein. A member of DEPs 245 includingtwo or more Encoders 255 is alternatively viewed as two or more separateDEPs 245 having some but not all components in common. For example, DEP245A and DEP 245B may have the same Preprocessor 250 but differentEncoders 255.

In one example, Encoder 255A is configured to use a codec for H.264while Encoder 255B is configured to use a codec for H.263. Having two ormore different encoders available enables DEP 245A to change encodingduring delivery of a video stream. The change in encoding can be fromone type of encoding to another, or merely a change in characteristicsof a specific type of coding. For example, the characteristics maychange in terms of color depth, number of frames per second, encodingoptions, number of pixels, and/or the like. In some embodiments, DEP245A is optionally configured to switch between Encoder 255A and 255B inresponse to a change in the characteristics of Client 110A or thecommunication channel between Client 110A and Video Source 130.

In practice, when a different codec other than that being used isrequired a new DEP 245 is spawned and executed in parallel with thecurrent DEP 245 for a short period of time. The new DEP 245 isoptionally a branch of the original DEP 245. For example, somecomponents of the original DEP 245 may be used in the new DEP 245. Thesetwo DEP 245 may have components logically arranged in a tree structure.

In some embodiments, DEP 245 are configured to use two or more differentencoders to generate two or more different video streams at the sametime. These video streams are based on the same game environmentrendered by Graphics Processing Unit 255 and, thus, include essentiallythe same materials (with the possible exception of overlays) and can besent to different places. For example, one of the video streams can besent to Client 110A while the other is sent to Client 110B.Alternatively, one of the video streams can be sent to Client 110A andthe other to a website where third parties can watch the video. Thiswebsite is optionally part of a social networking site or a gameplayer's site. The two different video streams may be different in theframe rate, encoding type, frame size, color depth, etc. For example avideo stream delivered to a social networking website can be of muchlower quality than the video stream delivered to a game player who isplaying a game using Client 110A. The second video stream may bedirected to a game player who is playing the game or to people who aremerely observing the game play. A video stream is optionally directed tomore than one place.

DEP 245A optionally includes one or more Post Processors (Post) 260.Individual examples of Post Processors 260 are labeled 260A and 260B.Post Processors 260 are configured to package an encoded video frame ina container in a format appropriate for communication over a networkaccording to a public or proprietary network protocol. For example, someprotocols such as Adobe RTMP require post processing while other videostandards such as H.264 Annex B do not require post processing. Each ofPost Processors 260 may be associated with a specific member of Encoders255, or several Post Processors 260 may be configured to receive encodedvideo frames from one member of Encoders 255.

The output of Post Processors 260 is directed to I/O Device 145 fordelivery to one or more of Clients 110. The Elements of DEPs 245discussed herein include hardware, firmware and/or software stored on acomputer readable medium. For example, each of DEPs 245 may represent aset of software loaded into memory and executing using an electronicprocessor.

The operation of Video Source 130 is typically managed by a Controller265. Controller 265 includes hardware, firmware and/or software storedon a computer readable medium. For example Controller 265 may includesoftware stored in memory and executed using a microprocessor.

In some embodiments, Controller 265 is configured to provision instancesof Game Logic 210A and Virtual 3D Video Driver 220 in response to arequest to play a game. For example, if a request for a specific videogame is received from Client 110A, Controller 265 may retrieve GameLogic 210A and Virtual 3D Video Driver 220 from Storage 155 and placethese in working memory. Game Logic 210A may be placed in communicationwith both Client 110A and Game Server 125. Game Logic 210A is thenexecuted using Processor 150 in order to play the video game.

In some embodiments, Controller 265 is configured to allocate instancesof DEP 245 in response to a request to play a game. For example,Controller 265 may be configured to first determine or receive therequirements for DEP 245A and then provision computing instructions thatsatisfy those requirements. DEP 245A is then associated with one of GameLogic 210 and one of Virtual 3D Driver 220. The provisioned DEP 245A isoptionally configured to retrieve raw video data from a specific areawithin Shared Memory 240.

In some embodiments the requirements for DEP 245A are determined byquerying a user of Client 110A. For example, Controller 265 may beconfigured to cause text messages to appear on Client 110A, the messagesrequesting that a user of Client 110A enter characteristics of a videostream desired by a user. These characteristics can include a connectiontype, a frame size, an encoding scheme, a frame rate, a color depth,and/or the like. The entered characteristics are conveyed back toController 265, which then used these characteristics to select elementsto include in DEP 245A when it is provisioned. For example, if the userrequests a specific encoding scheme, then an Encoder 255 configured touse the requested encoding scheme is selected and included in DEP 245A.

In some embodiments the requirements for DEP 245A are determinedautomatically. For example, information gathered using Client Qualifier160 in an Execute Agent Step 310 (See FIG. 3) can be used to determinethe requirements for DEP 245A. In this example, if Client 110A includesonly a Microsoft Silverlight® decoder and an Adobe Flash® decoder, thenat least one of the corresponding encoder configurations or variantsthereof is required in DEP 245A. Characteristics of the video stream tobe generated using DEP 245A, such as frame size, color depth and framerate, can also be determined by Controller 265 in this way.

The determination of requirements for DEP 245A may include both the useof characteristics provided by a user and characteristics automaticallydetermined. In some embodiments, the possible characteristics arelimited by a user's account type, payment and/or subscription. Forexample, a user may pay to receive a higher quality video stream.

Controller 265 may also manage sharing of Shared Memory 240. Forexample, Controller 265 may configure DEP 245A to use specific memorylocations within Shared Memory 240 and/or Controller 265 may beconfigured to configured DEP 245A to access Shared Memory 240 inresponse to certain timing signals. The timing signals being timed forsynchronization of access to Shared Memory 240 by different DEPs 245.

FIG. 3 illustrates methods of receiving a qualified request for a videostream from a client such as Client 110A, according to variousembodiments of the invention. A qualified request, as the term is usedherein, is a request that is received from a client, where the clienthas been qualified to received the video stream. The qualificationmeans, for example, that the client meets a minimum level of decodingcapability and/or that the communication channel between the client andVideo Server System 120 meets minimum bandwidth and/or reliabilityrequirements. In alternative embodiments, the request for a video streamis received from an unqualified client and the client is then qualifiedbefore the video stream is provided to the client.

In a Receive Request Step 300, a request is received to display anobject on Client 110A. This object includes HTML, XML, text, an, image,and/or the like, and is configured to indicate that a video stream isavailable for viewing on Client 110A. For example, the object may be abanner advertisement or some other type of link that indicates that auser can playa video game using Client 110A by clicking/selecting/cursorover the object. The request may be received as the result of the userloading a web page including a reference to the object. This referencecan include a universal resource locator, HTML, XML, and/or the like.For example, in some embodiments a first user chooses to include a linkand image of a video game they play on their web page within a socialnetworking website. When a second user visits this page informationabout the video game is displayed to the second user. As a result ofcomputing instructions included within the web page, Video Server System120 or some other part of Game System 100 receives a request to displaytext (an object) indicating that the second user can play the video gamein a streaming mode by clicking on the object within the displayedinformation.

The identity of the Video Server System 120 or Game System 100 thatreceives the request in Receive Request Step 300 is optionally dependenton the nature of the request. For example, a request may include a URLthat references a particular game publisher and this request is directedto an embodiment of Game System 100 controlled or licensed to this gamepublisher. The request may come from a specific web page and theidentity of that web page may be used to determine which entity receivesthe request.

In a Provide Agent Step 305, a software agent is provided to Client 110Afrom Video Server System 120. The software agent is configured fordiscovering capabilities of Client 110A and/or capabilities of thecommunication channel between Client 110A and Video Server System 120.The software agent is configured to be executed on Client 110A using anelectronic processor. For example, the software agent may be configuredto examine a registry on Client 110A, identify video decoders installedon Client 110A, identify characteristics of a display of Client 110A,identify an electronic processor of Client 110A, identify firewallsinstalled on Client 110A, identify other software or hardware on Client110A, and/or the like. In some embodiments Client 110A is configured totest the communication channel between Client 110A and Video ServerSystem 120 by sending and receiving data between Client 110A and VideoServer System 120. This data may include test video frames. In someembodiments more than one path between Client 110A and Video ServerSystem 120 is tested. The characteristics of the communication channelstested may include, ping time, network latency, jitter, bandwidth,reliability, and/or the like.

In some embodiments the software agent is configured to testcommunication channels between Client 110A and several differentinstances of Video Server System 120. In these embodiments, the softwareagent is capable of determining which of the communication channels ismost capable of delivering a video stream to Client 110A from a memberof the instances of Video Server System 120. As such, the software agentcan determine which instance of Video Server System 120 is preferred forsupplying the video stream.

In some embodiments the software agent includes computing instructionsembedded in a web page. In some embodiments the software agent providedin Provide Agent Step 305 includes a browser plug-in. Provide Agent Step305 is optional in embodiments where the software agent is alreadyinstalled on Client 110A. In some embodiments, the software agent is astand alone program.

In an Execute Agent Step 310 the software agent provided in ProvideAgent Step 305 is executed. The execution of the software agent may beautomatic on delivery of the software agent to Client 110A, or the userloading the web page. The execution of the software is optionallymanually initiated by the user. The software agent is executed using anelectronic processor of Client 110A. The execution of the software agentis optionally initiated by a browser. The execution includes testing ofcommunication channels and/or discovery of client capabilities asdiscussed herein.

In a Receive Capabilities Step 315 the information discovered by thesoftware agent is received by Client Qualifier 160. The informationtypically includes the capabilities and features of Client 110A as wellas characteristics of one or more communication channel between Client110A and one or more Video Server System 120. For example, after theexecution of the software agent on Client 110A the information collectedby the agent may be communicated to I/O Device 145 via Network 115.

In an Approve Client Step 320, Client 110A is approved by ClientQualifier 160 for the purpose of receiving a video stream from VideoSource 130. Approve Client Step 320 includes comparing the informationreceived in Receive Capabilities Step 315 with a set of minimalrequirements for the delivery of streaming video to Client 110A. Theserequirements can include minimum capabilities of Client 110A and/orminimum requirements for the connection between Client 110A and VideoServer System 120. The approval is made only if the minimum(s) are metor exceeded. If the minimum(s) are not met or exceeded then Client 110Ais not approved for receiving the video stream from Video Source 130. Insome embodiments the minimal requirements for delivery of streamingvideo are selected so as to assure that the video is presented to a userwith at least a desired level of quality. The minimal requirements areoptionally dependent on the identity of the video game associated withthe request or a publisher thereof.

Approve Client Step 320 optionally includes identifying which of aplurality of alternative instances of Video Server Systems 120 is bestsuited to serve the streaming video to Client 110A. For example, theinstance with the best communication channel between Client 110A and theVideo Server Systems 120 may be selected. Criteria for determining whichof Video Server Systems 120 is best suited to serve the streaming videoare discussed elsewhere herein.

In some embodiments Client Qualifier 160 is configured to correctdeficiencies in the capabilities of Client 110A. For example, ClientQualifier 160 can be configured to suggest to a user of Client 110A thata specific decoder be installed, or configured to automatically installa decoder. Client Qualifier 160 can also be configured to suggest to theuser that hardware components of Client 110A should be upgraded.

Once a Client 110A is approved the approval may be stored, for example,on Client 110A or at Client Qualifier 160. If the approval is stored,then Client 110A is optionally preapproved the next time Receive RequestStep 300 occurs and Steps 305-320 are optional. When Receive RequestStep 300 occurs again, the stored approval is retrieved and used todetermine that Client 110A has already been approved. The delivery ofdifferent video streams may require different capabilities of Client110A and/or of the connection between Client 110A and Video Source 130.Therefore, a stored approval optionally includes informationcharacterizing the type of video stream approved and/or the capabilitiesreceived in Receive Capabilities Step 315. In some embodiments, storedinformation is used to qualify the capabilities of Client 110A, but theconnection between Client 110A and Video Server System 120 is retested.

In a Display Object Step 325, the object requested in Receive RequestStep 300 is displayed to the user of Client 110A. In some embodiments,the object is only displayed after Client 110A has been successfullyapproved in Approve Client Step 320. In other embodiments the object isdisplayed but not fully functional until Client 110A has beensuccessfully approved in Approve Client Step 320.

For example, in some embodiments, the object requested in ReceiveRequest Step 300 includes a banner advertisement. The request is made bycode embedded in a web page. When the web page is loaded in a browser ofClient 110Aa request is sent to Client Qualifier 160 and ClientQualifier 160 responds by performing steps 305-320 as needed. Followingapproval of Client 110A the banner advertisement is delivered to Client110A and displayed on the web page in Display Object Step 325.

Alternatively, the banner advertisement is displayed on the web pageprior to Approve Client Step 320, however, the functionality to whichthe banner advertisement is linked to is not fully activated. E.g.,unlike a qualified banner advertisement, clicking on the banneradvertisement will not result in delivery of a video stream. Delivery ofthe video stream is still only performed after Approve Client Step 320is successfully completed.

In alternative embodiments Display Object Step 325 is performed prior toExecute Agent Step 310 and without Approve Client Step 320. In theseembodiments, while the object is displayed it may not be fullyfunctional and/or the actual delivery of the requested video stream isdelayed until after Client 110A is approved in Approve Client Step 320.Thus, the video stream is still not provided to Client 110A until Client110A is qualified. This assures that the video stream will be seen by auser of Client 110A at least a minimum level of quality.

In a Receive Video Request Step 330, a request for streaming video isreceived by Video Server System 120 from Client 110A. This request andthe streaming video are optionally communicated via Network 115. In someembodiments, the request is received as a result of a user clicking on,cursor over or selecting the object displayed in Display Object Step325. In typical embodiments the streaming video is part of a video gameplayed by the user of Client 110A. As such, the content of the streamingvideo is responsive to game rules and game commands entered by the user,and optionally users of other Clients 110. The request for streamingvideo may be in the form of a request by the user to play a video gamein a streaming mode.

In some embodiments, Video Server System 120 is configured such that therequest received in Receive Video Request Step 330 causes game and videorelated resources to be allocated within Video Source 130. FIG. 4illustrates methods of allocating these resources within a Video Source130, according to various embodiments of the invention. These methodsincludes provisioning of Game Logic 210A and Virtual 3D Video Driver220, and/or dynamic provisioning of DEP 245A. The methods illustrated byFIG. 4 are optionally performed using a system manager and a code sourcediscussed elsewhere herein.

In a Determine Needs Step 410, the needs of Client 110A are determined.These needs may include a desired frame rate, frame size, color depth,encoding, minimum display latency, other needs discussed herein, and/orthe like. The needs of Client 110A may be dependent on a particularvideo game played, for example some video games require a lower displaylatency or network latency between the time a game player makes a gamecommand and the video the game player sees reflects the results of thegame command, relative to other video games.

In some embodiments, the needs of Client 110A are dependent onselections made by a game player. For example, a player may select aspecific frame size or set the size of a browser window that a frameshould fill. In some embodiments, the needs of Client 110A are selectedto simulate video that would be produced by specific hardware. Forexample, a game player may select to see video as would be produced by aspecific nVidia or a specific AMD graphics card. In this case, the needsare typically specified to reflect the maximum performance of theselected device.

In some embodiments the needs of Client 110A are determined by accessingdata received in Receive Capabilities Step 315 (FIG. 3) and optionallystored in Storage 155. This data is described elsewhere herein. Theneeds of Client 110A are then selected so as to match the capabilitiesof Client 110A. For example, if Client 110A includes an Adobe Flashdecoder then one of the needs may be a video stream encoded in AdobeFlash. If communication to Client 110A has a limited bandwidth, one ofthe needs may be a limit on the frame size that can be transmitted toClient 110A.

In some embodiments, Determine Needs Step 410 includes providing anagent to Client 110A, executing that agent and receiving capabilities ofClient 110A. This approach may include performing embodiments of ProvideAgent Step 305, Execute Agent Step 310 and Receive Capabilities Step 315(FIG. 3).

In some embodiments, Determine Needs Step 410 includes reading a cookie,IP address, or other identifying information on Client 110A. Thisidentifying information is then used to look up previously stored needsfor Client 110A. For example, if the needs of Client 110A werepreviously determined, these needs can be stored in a database in, forexample, Storage 155 or some location remote from Video Server System120. The identifying information can then be used to retrieve thesestored needs. Determine Needs Step 410 optionally includes bothretrieving stored information and performing some tests on Client 110A.For example, information regarding software available on Client 110A maybe stored while the connection between Client 110A and Video Source 130may be tested again.

In some embodiments, Determine Needs Step 410 is dependent on minimumrequirements set by a provider of a video game. For example, a gamepublisher may specify that a video stream be provided at least a minimumresolution and/or quality of service. This enables a game publisher toassure that a game demo meets minimum standards.

In a Determine Video Source Step 415 a Video Source 130 is selected forproviding streaming game video to Client 110A. The selected Video Source130 is typically selected from among a plurality of Video Sources 130.This plurality may include Video Sources 130 located at the samelocation or geographically distributed. The selection is based, in part,on the ability of the Video Source 130 to meet the needs of Client 110Aas determined in Determine Needs Step 410. For example, if a first VideoSource 130 can provided streaming video with a display latency timerelative to a second Video Source 130, the first Video Source 130 may bemore likely to be selected. Further details relating to the selection ofVideo Sources 130 are discussed elsewhere herein. For example, inrelation to FIG. 7.

In a Select Game Logic Step 420 an instance of Game Logic 210 isselected for inclusion in the Video Source 130 selected in Select VideoSource Step 415. The Game Logic 210 is typically selected based on whichvideo game the game player wishes to play. The Game Logic 210 may alsobe selected based on the needs of Client 110A. For example, if Client110A includes a touch screen interface, a version of the video game(Game Logic 210) configured for use with a touch screen interface may beselected over a version configured for a keyboard interface. In someembodiments, a demo or introductory version of a video game may beselected over a full version responsive to a user's account status,e.g., a user making a payment. An instance of Game Logic 210 isoptionally selected based on a need for a specific video frame aspectratio. Different instances of Game Logic 210 may be configured for thegeneration of video frames having different aspect ratios.

In a Provision Game Logic Step 425 the Game Logic 210 selected in SelectGame Logic Step 420 is provisioned onto the Video Source 210 selected inDetermine Video Source Step 415. Provision Game Logic Step 425 typicallyincludes copying computing instructions included within Game Logic 210from Storage 155 or from a code source external to Video Server System120 to working memory of Video Source 130. Provision Game Logic Step 425is optional where the selected Game Logic 210 is already provisioned onthe selected Video Source 130.

In a Provision (Virtual 3D Video) Driver Step 430 in instance of Virtual3D Video Driver 220 is provisioned to the instance of Video Source 130selected in Determine Video Source Step 415. The Virtual 3D Video Driver220 is typically retrieved from Storage 155 and copied to working memoryof Video Source 130. The Game Logic 210 provisioned in Provision GameLogic Step 425 and the Virtual 3D Video Driver 220 are also linkedtogether (e.g., a memory address of Virtual 3D Video Driver 220 isprovided to Game Logic 210) such that the game environment output ofGame Logic 210 is directed toward the Virtual 3D Video Driver 220.

In an optional Select Preprocessor Step 435 one or more Preprocessor 250are selected based on the needs of the Client 110 as determined inDetermine Needs Step 410. The selection may also be based on the type ofoutput of the Graphics Processing Unit 235 included within the selectedVideo Source 130. Select Preprocessor Step 435 is optional wherein rawgraphic provided by Graphics Processing Unit 235 is directly compatiblewith an encoder.

In a Select Encoder(s) Step 440, one or more video Encoders 255 areselected for inclusion in Video Source 130. One of these Encoders 255 istypically a preferred video encoder based on the video needs of theclient. Others of these encoders may be backup Encoders 255 in casethere is a need to change encoding during delivery of a video game. Forexample, a preferred Encoders 255 may produce a higher quality videostream than a backup Encoders 255 but the backup Encoders 255 mayrequire less bandwidth for delivery of video to Client 110A. Typically,the selection of Encoders 255 will be based on at least the videodecoders available on Client 110

In an optional Select Postprocessor(s) Step 445, one or morePostprocessors 445 are selected for inclusion in Video Source 130. Theselection is dependent on what further processing/packaging the outputof the Encoders 255 selected in Select Encoder(s) Step 440 require.

In a Provision DEP Step 450 a Dynamic Encoding Pipeline (DEP 245A) isprovisioned in Video Source 130 using the Preprocessor 250, Encoders 255and/or Postprocessors 260 selected in the previous steps. Provision DEPStep 450 includes linking these elements together such that they canpass access to video data received from Shared Memory 240 and/orGraphics Processing Unit 235. For example, in some embodiments memoryaddresses are provided to these elements so they can retrieve video datafrom Shared Memory 240 and then operating on that video data in a Heapwithin DEP 245A. This step may be performed under the control ofController 265.

Provision DEP Step 450 typically includes copying copies of theprovisioned elements from Storage 155 or from a code source discussedelsewhere herein. If more than one Encoder 255 is selected in SelectEncoder 440, just the preferred Encoder 255 or alternatively more thanone Encoder 255 may be initially provisioned in Provision DEP Step 450.If only one encoder is initially provisioned additional encoders may beprovisioned at a later time. DEP 245A is optionally configured in a treestructure. For example, one Preprocessor 250 may provide video frames toone or more Encoders 255 and each of Encoders 255 may provide videoframes to one or more Postprocessors 260.

In some embodiments, the creation of DEP 245A in Provision DEP Step 450includes receiving a command. This command includes parametersspecifying the elements to include in DEP 245A. Typically, a DEP 245 isnot allocated and provisioned until needed by a specific Client 110 atwhich time it is provisioned for that client.

FIG. 5 illustrates methods of serving multiple video games, according tovarious embodiments of the invention. In these methods Video Source 130supplies multiple video streams to multiple destinations. These videostreams are based on game environments generated by Game Logic 210 andare rendered using shared Graphics Processing Unit 235. The stepsillustrated in FIG. 5 may be performed in parallel to generate themultiple video streams. For example, Game Logic 210A, Game Logic 210Band Game Logic 210C may each be generating game environments forrendering and the resulting video streams can be sent to different gameClients 110. The operation of these Game Logic 210 mayor may not becoordinated. For example, in some embodiments the Game Logic 210 aresynchronized so as to produce game environments at different times sothat Graphics Processing Unit 235 can render each game environment asquickly as possible.

In a Receive State Step 515, one or more game states are received byGame Logic 210. Each game state is directed to a different member ofGame Logic 210. For example, if Video Source 130 is configured toexecute a client (Game Logic 210) for World of Warcraft® using GameLogic 210A and a client for Grand Theft Auto® using Game Logic 210B,then game states for each of these games are received and directed tothe respective Game Logic 210. Each of the game states arerepresentative of a state of the respective video games.

The game states can be received from Game Server 125 or from a storagelocation within Video Source 130. In some embodiments, the receive gamestates are the result of game commands received by Game Logic 210A andGame Logic 210B and passed on to one or more Game Server 125, and/or theresult of game commands received by Game Server 125 from other gameplayers. In various embodiments a received game state represents a savedgame or a game state updated locally to Video Source 130.

In a Determine 3D Data Step 515, the game states received by instancesof Game Logic 210 are each used to determine a separate firstthree-dimensional game environment based on the game state and a playerpoint of view. The game environments are determined using rules of thegame as defined by each Game Logic 210. Each game environment is passedto a Virtual 3D Video Driver 220.

In a Render Step 520, the one or more three-dimensional gameenvironments generated in Determine 3D Data Step 520 are rendered tovideo data. This rendering is performed using shared Graphics ProcessingUnit 235. In some embodiments, the rendering of each three-dimensionalgame environments are done in parallel. For example, different gameenvironments may be processed by different parts of Graphics ProcessingUnit 235 at the same time, or Graphics Processing Unit 235 may beconfigured to process different game environments in different timeslices. These time slices mayor may not be long enough to generate asingle video frame.

In some embodiments, game environments are provided to GraphicsProcessing Unit 235 in a synchronized manner such that GraphicsProcessing Unit 235 can process one or a limited number of gameenvironments at the same time. The synchronization can be accomplishedby communication between members of Game Logic 210, or by control ofVirtual 3D Video Drivers 220. For example, Virtual 3D Video Drivers 220may be configured to report back completed processing of gameenvironments to each of Game Logic 210 in a synchronized manner suchthat the next game environment is provided from each of Game Logic 210at the best time. This synchronization is optionally managed byController 265. The result of Render Step 520 is typically a separateframe of raw video data for each receive game environment.

In a Transfer Step 525, the raw video data generated by GraphicsProcessing Unit 235 is transfer to Shared Memory 240. This transfer isoptionally performed under the control of Virtual 3D Video Drivers 220.The raw video data is optionally transferred to specific memorylocations within Shared Memory 240 assigned to specific DEP 245.Alternatively, the raw video data is transferred at specific timesassigned to specific DEPs 245. For example, each of Virtual 3D VideoDriver 220 may be configured to control access by an assigned member ofDEPs 245 to Shared Memory 240 such that the member of DEPs 245 receivesthe correct video stream.

In an optional Preprocess Step 530, the raw video data generated byGraphics Processing Unit 235 and received by DEP 245A is preprocessedusing Preprocessor 250. Preprocessing Step 530 typically includes theconversion of the raw video data from RGB data to YUV data. PreprocessStep 530 is optional in embodiments wherein the raw video data generatedusing Graphics Processing Unit is compatible with Encoder(s) 255. Forexample, if Graphics Processing Unit is configured to generate YUV datadirectly. Multiple instances of Preprocess Step 530 are optionallyperformed in parallel within different DEP 245 on different videostreams generated by Graphics Processing Unit 235. Preprocessing Sep 530optionally further comprises changing a frame size of the raw videodata.

In an Encode Step 535, one or more Encoders 255, e.g., the preferredEncoder 255, are used to encode the video data generated by GraphicsProcessing Unit 235 and optionally processed using Preprocessor 250. Theencoding is to one or more specific codec. In Encode Step 535 video datagenerated using Graphics Processing Unit 235 is optionally encoded tomore than one codec or to more than one frame size, color depth, orother video characteristic. For example, Encoder 255A may be configuredto encode according to one codec at a first frame size while Encoder255B is configured to encode according to a second codec at a differentframe size.

In an optional Package Step 540, the encoded video frame generated inEncode Step 535 is packaged for communication to a Client 110, ifneeded.

In a Provide Step 545, the video frame encoded in Encode Step 535 andoptionally packaged in Package Step 540 is provided to one or moreClient 110 over Network 115 as part of a video stream. This video framemay also be provided to other destinations. For example, a copy of thevideo stream may be delivered to a website, a storage location, a socialnetworking site, an advertisement, and/or the like.

The steps illustrated in FIG. 5 are optionally performed in differentorders and may be repeated with variations. For example, Encoder 255Amay be used in one instance of Encode Step 535 while Encoder 255B isused in another instance of Encode Step 535. This change may occurduring delivery of a video stream. Encoder 255A and Encoder 255Boptionally communicate in order to maintain a sequence numbering of thevideo frames within the video stream. Reasons for changing encoding orother characteristics of the video stream are discussed elsewhereherein.

FIG. 6 illustrates various embodiments of Game System 100 including morethan one Video Server Systems 120. These Video Server Systems 120 areindividually identified as 120A, 120B, 120C, etc. Game System 100 caninclude at least 1, 2, 3, 5, 10, 25, 50, 100 or 500 instances of VideoServer System 120. These embodiments of Game System 100 further includea System Manager 615 configured to manage the use and operation of VideoServer Systems 120. These embodiments of Game System 100 optionally alsoinclude a Code Source 625 configured to provide game code to Clients 110at the same time these Clients 110 are receiving streaming video.

The members of the Video Server Systems 120 illustrated in FIG. 6 aretypically geographically dispersed. For example, Video Server System120A may be located in San Jose Calif., Video Server System 120B may belocated in Tokyo, and Video Server system 120C can be located in NewYork City. The geographic distribution of Video Server Systems 120allows Clients 110 to receive video streams over a shorter geographicdistance that would occur if all of Video Server Systems 120 werelocated in the same place. To the extent that geographic distance isrelated to the time required to communicate between one of Clients 110and one of Video Server Systems 120, reducing the geographic distancereduces the latency of this communication.

Each of Video Server Systems 120 are optionally configured to providemultiple video streams to multiple Clients 110. These video streams canarise from different video games and/or multiple instances of the samevideo game. Different members of Video Server Systems 120 may beconfigured to provide streaming video from different sets of videogames. For example, Video Server System 120B may be configured togenerate video streams arising from 20 instances of World of Warcraft®and 15 instance of Mortal Combat®, while Video Server System 120B beconfigured to generate video streams arising from 20 instance of Worldof Warcraft and 25 instances of Spore®.

In various embodiments, Video Server Systems 120 are configured tocommunicate with Clients 110 and optionally one or more Game Servers 125via Network 115. Typically Network 115 includes the internet or otherpublic network that carries network traffic other than that related tothe output of Video Server Systems 120. Members of Video Server Systems120 optionally communicate through a Proxy Server 605 and a DedicatedConnection 610. Proxy Server 605 is a network server that is configuredto appear to be one of Video Server Systems 120 from the point of viewof Clients 110, and vice versa. The purpose of Proxy Server 605 is toforward received messages, e.g., from Client 110A to Video Server System120C and from Video Server System 120C to Client 110A. The advantage ofusing Proxy Server is that part of the communication can occur overDedicated Connection 610. Dedicated Connection 610 can have a highbandwidth dedicated to this communication. In one example, Proxy Server605 and Client 110A are both located in Amsterdam. Dedicated Connection610 is configured to enable high bandwidth communication between ProxyServer 605 and Video Server System 120C in New York City. Communicationbetween Video server System 120C and Client 110A occurs by firstcommunicating between Video Server System 120C and Proxy Server 605 viaDedicated Connection 610, and then by communicating between Client 110Aand Proxy Server 605 via Network 115. The use of Proxy Server 605 canallow a game player in New York to play on the same member of VideoServer Systems 120 as a game player in Amsterdam.

System Manager 615 includes hardware, firmware, and/or software storedon a computer readable medium. For example, System Manager 615 caninclude an internet server having storage, an electronic processor, andsoftware configured to operate the electronic processor so as to performactions discussed herein. System Manager 615 may be located at a samelocation as one of Video Server Systems 120 or at a separate location.Typically, System Manager 615 includes at least an embodiment of ClientQualifier 160 and a Monitor 620.

The embodiment of Client Qualifier 160 within System Manager 615 isconfigured to qualify Clients 110 based on the capabilities of theClients 110 and the connections between Clients 110 and Video ServerSystems 120. When multiple Video Server Systems 120 are available toprovide video to Client 110A, Client Qualifier 160 optionally includescomputer instructions configured to first determine a geographiclocation of Client 110A based on mapping of the IP (internet protocol)address. This mapping is then used to identify one or more of VideoServer Systems 120 in geographic proximity to Client 110A. Following theidentification of nearby sources of streaming video, the communicationchannels between the identified members of Video Server Systems 120 aretested using further computing instructions of Client Qualifier 160.This testing is further described elsewhere herein. Client Qualifier 160is further configured to use the results of these tests to determinewhich of the Video Server Systems 120 is best qualified to deliverystreaming video to Client 110A.

Monitor 620 is configured to manage Video Server Systems 120. Forexample, Monitor 620 can track the usage and capacity of each of VideoServer Systems 120. This can include the geographic location of each ofVideo Server Systems 120, the number of video streams provided by each,the total amount of video data provided by each, the percentage of GPUand CPU cycles that are used, the amount of storage available,temperature, fan speed, hard drive and memory usage, network card usage,and/or the like. Monitor 620 can also track which games are provisionedon which of Video Server Systems 120 and how much each game is played.In some embodiments, Monitor 620 is configured to provision members ofVideo Server Systems 120 with Game Logic 210, Encoders 255, and/or othersoftware needed to provide video streams associated with specific games.Monitor 620 may also be configured to manage assignment of a specificmember of Video Server Systems 120 to provided streaming video to aspecific member of Clients 110, based on testing performed by ClientQualifier 160. This assignment can include reassignment from one memberto another member of Video Server Systems 120. Reassignment is desirableunder conditions discussed elsewhere herein.

Code Source 625 is configured to provide computing instructions to VideoServer Systems 120, Video Source 130, Clients 110, and/or other elementsof Game System 100. For example, Code Source 625 may be configured toprovide Game Logic 210, Preprocessor 250, Encoder 255, Postprocessor260, Operating System 215, a software agent for testing the capabilitiesof Client 110, and/or the like. Code Source 625 may also be configuredto provide game code to Clients 110 as a background process as streamingvideo is being provided to these Clients 110. In typical embodiments,Code Source 625 includes a storage device such as a hard drive, a fileserver, a flash memory, an optical storage, or other device configuredto store computing instructions. Code Source 625 is optionallyconfigured to communicate with other parts of Game System 100 viaNetwork 115.

FIG. 7 illustrates methods of providing a video stream to a qualifiedclient, according to various embodiments of the invention. In thismethod one of Clients 110, e.g., Client 110A is qualified to receivevideo, based on the qualification a user of Client 110A is given anopportunity to request the video, and upon receiving the requeststreaming video is provided. The method is optionally performed usingGame System 100. For example, the steps illustrated in FIG. 7 can bemanaged by System Manager 615 and/or Controller 265. While the stepsillustrate in FIG. 7 are explained with reference to delivering a videostream to a single instance of Client 110. In alternative embodiments,the video stream may be delivered to multiple Clients 110. In theseembodiments, various steps such as tests may be performed with respectto each of the multiple Clients 110. The steps illustrated in FIG. 7 mayalso be adapted to the delivery of audio streams.

The methods illustrated in FIG. 7 start with Receive Request Step 300described elsewhere herein, e.g., with respect to FIG. 3. In this step arequest is received to display an object on Client 110A. This object isconfigured to give a game player an opportunity to request to receive astreaming video as part of playing a video game. The request could befor a specific video game, any of a class of video games, a “game of theday,” a game undergoing a sales promotion, the identity of a web page onwhich the object is displayed, or any video game. The request isoptionally received at System Manager 615 or one of Video Server Systems120.

In an optional Check Cookie Step 705, Client 110A is examined for abrowser cookie, an IP address, and/or other identifying information. Ifthis information is found it is used to retrieve previously determinedinformation regarding Client 110A. For example, if characteristics andneeds of Client 110A have already been determined and stored, theidentifying information is used to retrieve the stored characteristicsand needs. The information may be stored on System Manager 615 or one ofVideo Server System 120. The retrieval of previously stored informationmay eliminate the need to perform some or all tests in order to qualifyClient 110A to receive the object requested in Receive Request Step 300.

In an optional Provide (Web) Page Step 710 a web page is provided toClient 110A. This page mayor may not have the requested object includedtherein depending on the particular embodiment of the invention. If therequested object is included it is typically not fully functional.

In an Identify Servers Step 715 one or more Video Server Systems 120 areidentified as potential candidates for providing streaming video toClient 110A. The identification of these servers may be based on theirproximity to Client 110A. For example, an IP address of Client 110A maybe mapped in order to determine its approximate location. Theidentification of these servers may also be based on an initial pingtest between the various Video Server Systems 120 and Client 110A. Theidentification of these servers may also be based on the availablecapacity of Video Server Systems 120. For example, an instance of VideoServer Systems 120 may not currently have capacity to deliver thestreaming video to Client 110A. In this case this instance of VideoServer Systems 120 is not considered as a candidate. It may occur thatno Video Server Systems 120 are identified as candidates for providingstreaming video to Client 110A. In this case, Client 110A cannot bequalified to receive the streaming video and the method is halted.

In a Test Client Step 720, Client 110A and the connections betweenClient 110A and the various Video Server Systems 120 identified ascandidates in Identify Servers Step 715 are tested. Test Client Step 720can include Provide Agent Step 305, Execute Agent Step 310 and ReceiveCapabilities Step 315, as described elsewhere herein. The tests made inTest Client Step 720 are optionally performed using Java® code. Thiscode can be included in a browser plug in or embedded in a web page. Forexample, in some embodiments, the testing is performed just using Javacode embedded in a web page.

The testing performed in Test Client Step 720 can include: latency testssuch as the time required to communicate between Client 110A and each ofthe candidate Video Server Systems 120; bandwidth tests based on, forexample, HTTP or UDP; tests of the CPU on Client 110A, tests configuredto determine the availability of plug-ins on Client 110A (plug-ins caninclude testing agents, decoders, or the like); tests configured todetermine the operating system running on Client 110A; tests configuredto determine the types of devices included in or attached to Client110A, such as display devices or graphics processing units; testsconfigured to determine the size and aspect ratio of an area on Client110A on which streaming video is to be displayed; tests configured todetermine a maximum packet size that can be transmitted to Client 110Awithout being split (e.g., a maximum transmission unit); testsconfigured to determine if a Wifi connection is included in thecommunication channels between Client 110A and each of the candidateVideo Server Systems 120; and tests configured to determine thereliability (e.g., jitter, packet loss and variation in bandwidth)between Client 110A and each of the candidate Video Server Systems 120.

The tests performed in Test Client Step 720 are optionally performedover multiple web page loads. These can occur over time, e.g., overdays. In order to perform tests over time identification information,such as that identified in Check Cookie Step 705 is used to associateprevious test data with new test data. For example, some reliabilitytesting of communication channels between Client 110A and candidateVideo Server Systems 120 may occur each time a game player interactswith Game System 100 and the results of these tests can then be combinedto create a statistically reliable estimate of the reliability. Teststhat do not take significant time, e.g., ping tests, are typicallyperformed on a single page load. While tests that take more time, e.g.,bandwidth and reliability tests, are optionally performed over severalpage loads or several instances of Test Client Step 720. Old test datais optionally allowed to expire such that testing reflects currentconditions of Client 110A. Test Client Step 720 is optionally performed,in part, after delivery of streaming video to Client 110A has begun.

In a Determine Server Availability Step 725 the availability of thecandidate Video Server Systems 120 identified in Identify Servers Step715 to provide the streaming video are determined. This available may bedependent on resources available on each Video Serving System 120. Forexample, whether sufficient Processor 150 or Graphics Processing Unit235 capacity is available. If the request received in Receive RequestStep 300 is directed toward a specific video game, then Determine ServerAvailability Step 725 can include confirming that the candidate VideoServing Systems 120 are configured to provide streaming video from thatspecific video game. An instance of Video Serving Systems 120 may beprovisioned with required Game Logic 210 if needed.

In a Determine Game Availability Step 730 the availability of a specificvideo game is determined. If the request received in Receive Request 300is directed toward a specific video game then the availability of thatgame is determined. Otherwise, the availability of several games may bedetermined until an available game is found. Game availability may alsobe dependent on licensing of game code from a publisher or a gamepromotion program.

The availability of a specific video game may be dependent on testresults generated in Test Client Step 720. For example, some video gamesrequire a greater amount of bandwidth and or shorter ping time thanother video games. Optionally, if the tests results show that a computergame cannot be delivered with a minimum level of quality then that gameis not available to Client 110A, at this time. A game player usingClient 110A, a manager of Game System 100, and/or a publisher of a videogame may determine the minimum level of quality. The minimum level ofquality can include several parameters such as display latency,bandwidth, reliability, and frame size.

In a Select Server Step 735 one of the candidate Video Serving Systems120 is selected to provide the video game, as streaming video, to Client110A. This selection is based on the results of Test Client Step 720,Determine Server Availability Step 725, and/or Determine GameAvailability Step 730. Typically the Video Serving System 120 best ableto provide the streaming video to Client 110A is selected. Select ServerStep 735 optionally includes temporarily reserving capacity (memory, CPUand GPU, etc.) on the selected Video Server System 120. This assuresthat the required resources are available if the video stream isactually delivered. Select Server Step 735 is an alternative embodimentof Determine Video Server Step 415 (FIG. 4).

In a Determine Needs Step 740 the needs of Client 110A are determined.Determine Needs Step 740 often includes merely retrieving informationfound in Test Client Step 720 and/or Determine Game Availability Step730. For example, the need of a specific decoder can be determined basedon the results of Test Client Step 720 and a minimum frame size can bedetermined based on the results of Determine Game Availability Step 730.Determine Needs Step 740 is an alternative embodiment of Determine NeedsStep 410.

In a Provision Step 745 the selected Video Serving System 120 (and aVideo Source 130 therein) are provisioned to provide the streaming videoto Client 110A. Provision Step 745 optionally includes Select Game LogicStep 420, Provision Game Logic Step 425, Provision Driver Step 430,Select Preprocessor Step 435, Selected Encoder Step 440, SelectPostprocessor Step 445, and/or Provision DEP Step 450, as discussedelsewhere herein. The provisioned logic and other computing instructionsare optionally provisioned from Code Source 625.

In an Offer Game Step 750 the object requested in Receive Request Step300 is provided to a game player on Client 110A. Offer Game Step 750 caninclude providing a pop-up browser window, changing an area of a webpage already provided in Provide Page Step 710, sending an e-mail ortext (SMS or MMS) message, sending a link, or direct streaming of gamevideo. For example, in some embodiments a region of the web pageprovided in Provide Page Step 710 directly receives streaming game videowith no further actions by the game player. The region within the webpage can show, for example, streaming video of the starting line ofMarioKart, or the character selection screen or a starting zone of Worldof Warcraft. The game player can begin game play by just selecting theregion and starting to provide game commands. Optionally, the region ofthe web page can show streaming video including the avatar of a friendof the game player playing the game and an avatar of the game player.This allows the game player to instantly join a game with a friend.Friends can be identified using relationships established on socialnetworking sites, for example. In some embodiments, Offer Game Step 750is delayed until capacity to provide the streaming video becomesavailable. Offer Game Step 750 is optionally automatically performedonce the capacity is available.

Offer Game Step 750 is contingent on Client 110A being qualified toreceive streaming video of the game and that the game be available.Offer Game Step 750 is typically automatic once these conditions havebeen satisfied. In some embodiments, Offer Game Step 750 includes addingfunctionality to a web page already displayed to a game player inProvide Page Step 710. In these embodiments the requested object isalready displayed but not fully functional. The added functionalitymakes it functional. The added functionality may be a proper link to asource of streaming video.

In a Deliver Game Step 755 the video stream is provided from theselected Video Server System 120 to Client 110A. Deliver Game Step 755includes changing the contents of the video stream responsive to gamecommands received from the game player via Client 110A. Deliver GameStep 755 optionally includes providing one or more copies of the videostream to other destinations, e.g., to other IP addresses. These copiescan have different characteristics than the video stream provided toClient 110A, but are based on the same game environment provided toGraphics Processing Unit 235. The other destinations include websites,storage locations, social networking sites, other Clients 110, and/orthe like. The streaming video is optionally provided to all game players(and lurkers) within the same game room. A game room is a virtual roomin which players can join, leave and play games as a group. A game roomcan include game players and optionally lurkers who observe but to notplay the video game. Game rooms are useful when playing games designedfor a group of players sitting around a game console and sharing adisplay device.

Deliver Game Step 755 optionally includes delivery of information otherthan the video stream to Client 110A. For example, Deliver Game Step 755can include deliver of executable game code to Client 110A as abackground process. This executable game code can allow eventualexecution of the video game in a client side mode (where renderingoccurs on Client 110A) rather than at Video Source 130.

In an optional Monitor Step 760 delivery of the streaming video toClient 110A is monitored. This monitoring can include making sure thatthe delivery of the streaming video meets a required quality of service.The monitoring can also include gathering further data characterizingthe reliability and bandwidth of the communication channel betweenClient 110A and the selected Video Server System 120. In someembodiments, Monitor Step 760 includes monitoring for changes in thesize of a browser window in which the streaming video is being presentedon Client 110A. For example, if the game player changes the size of abrowser window the monitoring may determine that a new frame size forthe streaming video is warranted.

In an optional Add Game Player Step 765 a new game player anddestination (e.g., Client 110) for the streaming video is added. Thismay occur, for example, when a new player enters a game room. Theaddition of a new game player may change the geographical distributionto which the streaming video is delivered. When this occurs IdentifyServers Step 715, Test Client Step 720, Determine Server AvailabilityStep 725, Determine Game Availability Step 730 and/or Select Server Step735 may be repeated.

In an optional Change Server Step 770 delivery of the streaming videofrom the member of Video Server Systems 120 selected in Select ServerStep 735 is transferred to a different member of Video Server Systems120. This transfer may include provisioning the appropriate resources onthe new Video Server System 120, optionally synchronizing execution ofGame Logic 21 executing on the two Video Server Systems 120, andtransferring delivery of the video stream. Further details of thisprocess are disclosed in U.S. patent application Ser. No. 12/790,955filed May 31, 2010 and entitled “Game Execution Environments.”

Using the methods illustrated in FIG. 7 the utilization of Video ServerSystems 120 can be controlled. For example, as game players are notoffered to play video games unless there is capacity available sparecapacity is not necessary. This allows for a high utilization rate(e.g., greater than 50, 75 or 80%) of Video Server Systems 120. Invarious embodiments, more than 80, 60 or 50% of requests received inReceive Request Step 300 are denied, even with more than ten of VideoServer System 120. While the examples provided herein are primarilydirected at the delivery of video, the systems and methods describedherein can be applied to the generation of audio frames and the deliveryof audio streams. In some embodiments, both video and audio streams aregenerated and provided as “audio-visual” streams.

Several embodiments are specifically illustrated and/or describedherein. However, it will be appreciated that modifications andvariations are covered by the above teachings and within the scope ofthe appended claims without departing from the spirit and intended scopethereof. For example, while the examples provided herein are directed tovideo games, the systems and methods discussed can be applied to otherinteractive video systems or applications. For example, the systems andmethods can be adapted to other 20 or 3D applications including graphicsprograms, image manipulations programs, telepresence systems, wordprocessing programs, e-mail programs, communication programs,spreadsheet programs, presentation programs, or the like. While theexamples provided herein are primarily directed at the delivery ofvideo, the systems and method described herein can be applied to thegeneration of audio frames and delivery of audio streams. In someembodiments, audio and video streams are generated and deliveredtogether as part of an audio-video stream.

The embodiments discussed herein are illustrative of the presentinvention. As these embodiments of the present invention are describedwith reference to illustrations, various modifications or adaptations ofthe methods and or specific structures described may become apparent tothose skilled in the art. All such modifications, adaptations, orvariations that rely upon the teachings of the present invention, andthrough which these teachings have advanced the art, are considered tobe within the spirit and scope of the present invention. Hence, thesedescriptions and drawings should not be considered in a limiting sense,as it is understood that the present invention is in no way limited toonly the embodiments illustrated.

Computing systems referred to herein can comprise an integrated circuit,a microprocessor, a personal computer, a server, a distributed computingsystem, a communication device, a network device, or the like, andvarious combinations of the same. A computing system may also comprisevolatile and/or non-volatile memory such as random access memory (RAM),dynamic random access memory (DRAM), static random access memory (SRAM),magnetic media, optical media, nano-media, a hard drive, a compact disk,a digital versatile disc (DVD), and/or other devices configured forstoring analog or digital information, such as in a database. Thevarious examples of logic noted above can comprise hardware, firmware,or software stored on a computer-readable medium, or combinationsthereof. A computer-readable medium, as used herein, expressly excludespaper. Computer-implemented steps of the methods noted herein cancomprise a set of instructions stored on a computer readable medium thatwhen executed cause the computing system to perform the steps. Acomputing system programmed to perform particular functions pursuant toinstructions from program software is a special purpose computing systemfor performing those particular functions. Data that is manipulated by aspecial purpose computing system while performing those particularfunctions is at least electronically saved in buffers of the computingsystem, physically changing the special purpose computing system fromone state to the next with each change to the stored data.

The logic discussed herein may include hardware, firmware and/orsoftware stored on a computer readable medium. This logic may beimplemented in an electronic device to produce a special purposecomputing system.

1. A method, comprising: receiving a request from a client computersystem to allow a user of the client computer system to play a videogame; testing the client computer system to determine if the clientcomputer system is qualified to receive a streaming video of the videogame; determining a video decoder type present at the client computersystem; selecting a video server system from among a plurality ofgeographically distributed video server systems to provide streamingvideo to the client computer system; and dynamically provisioning anencoding pipeline after determining the video decoder type present atthe client computer system, wherein the encoding pipeline is dynamicallyprovisioned to include an encoder that is compatible with the videodecoder type present at the client computer system.
 2. The method ofclaim 1, wherein the client computer system from which the request isreceived is a first client computer system, and wherein the encodingpipeline that is dynamically provisioned to include the encoder that iscompatible with the video decoder type present at the first clientcomputer system is a first encoding pipeline, the method furthercomprising: receiving a request from a second client computer system toallow a user of the second client computer system to play the video gamein conjunction with the user of the first client computer system;testing the second client computer system to determine if the secondclient computer system is qualified to receive a streaming video of thevideo game; determining a video decoder type present at the secondclient computer system; selecting a video server system from among theplurality of geographically distributed video server systems to providestreaming video to the second client computer system; and dynamicallyprovisioning a second encoding pipeline after determining the videodecoder type present at the second client computer system, wherein thesecond encoding pipeline is dynamically provisioned to include anencoder that is compatible with the video decoder type present at thesecond client computer system.
 3. The method of claim 2, wherein thevideo server system selected to provide streaming video to the secondclient computer system is the same video server system selected toprovide streaming video to the first client computer system.
 4. Themethod of claim 2, wherein the video server system selected to providestreaming video to the second client computer system is different thanthe video server system selected to provide streaming video to the firstclient computer system.
 5. The method of claim 2, further comprising:providing a first video stream to the first client computer system usingthe first encoding pipeline; and providing a second video stream to thesecond client computer system using the second encoding pipeline,wherein the first and second video streams include different videoframes.
 6. The method of claim 5, wherein the video frames of the firstand second video streams are produced at the same time using onegraphics processing unit.
 7. The method of claim 1, further comprising:provisioning game logic configured to play the video game, in responseto receiving the request from the client computer system.
 8. The methodof claim 7, wherein the game logic is provisioned after testing theclient computer system to determine if the client computer system isqualified to receive the streaming video of the video game.
 9. Themethod of claim 1, wherein testing the client computer system includestesting a display latency between the client computer system and atleast one of the plurality of geographically distributed video serversystems.
 10. The method of claim 1, wherein testing the client computersystem includes testing a bandwidth between the client computer systemand at least one of the plurality of geographically distributed videoserver systems.
 11. The method of claim 1, further comprising:transmitting data for display of an interface object to the clientcomputer system, the interface object configured to allow the user ofthe client computer system to play the video game.
 12. The method ofclaim 11, wherein the data for display of the interface object istransmitted to the client computer system after testing the clientcomputer system to determine if the client computer system is qualifiedto receive the streaming video of the video game.
 13. The method ofclaim 11, wherein the data for display of the interface object istransmitted to the client computer system before testing the clientcomputer system to determine if the client computer system is qualifiedto receive the streaming video of the video game.
 14. The method ofclaim 1, further comprising: triggering execution of an agent on theclient computer system, the agent configured to test the client computersystem to determine if the client computer system is qualified toreceive a streaming video of the video game.
 15. The method of claim 1,further comprising: identifying multiple encoders that are compatiblewith the video decoder type present at the client computer system,wherein dynamically provisioning the encoding pipeline includesimplementing the multiple encoders for selective use within the encodingpipeline.
 16. The method of claim 15, further comprising: selecting oneof the multiple encoders for use within the encoding pipeline at a giventime based on performance of a currently operating video decoder at theclient computer system.
 17. The method of claim 16, further comprising:providing a video stream to the client computer system using theencoding pipeline; detecting an adverse condition associated withproviding the video stream to the client computer system; and inresponse to detecting the adverse condition, selecting a different oneof the multiple encoders for use within the encoding pipeline.
 18. Amethod, comprising: qualifying a client computer system to receivestreaming game video from a cloud gaming system, the qualifyingincluding identification of processing characteristics of the clientcomputer system, the qualifying including testing a display latencybetween the client computer system and the cloud gaming system, thequalifying including comparing results of testing the display latencywith minimum requirements for delivery of streaming game video to theclient computer system; upon qualification of the client computersystem, executing game logic on virtualized hardware within the cloudgaming system to generate game video data; processing the game videodata through a graphics processing unit (GPU) to produce image data forthe game video data; dynamically provisioning an encoding pipeline afterthe qualifying based on identified processing characteristics of theclient computer system; processing the image data through an encoder ofthe encoding pipeline to generate an encoded version of the image datain a video format selected for the client computer system based on thequalifying; and streaming the encoded version of the image data over anetwork from the cloud gaming system to the client computer system. 19.The method of claim 18, wherein the cloud gaming system includes a videoserver system having virtualized hardware for executing the game logic,the method including selection of the video server system from aplurality of video server systems based on the qualifying of the clientcomputer system.
 20. The method of claim 19, wherein qualifying theclient computer system to receive streaming game video from the cloudgaming system is based in part on a geographic location of the clientcomputer system, or wherein selection of the video server system isbased on part on the geographic location of the client computer system,or wherein both qualifying the client to receive streaming game videofrom the cloud gaming system is based in part on the geographic locationof the client computer system, and wherein selection of the video serversystem is based on part on the geographic location of the clientcomputer system.